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Everything posted by Raccoon
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How do you get the 5C>2D to connect? Non-Fatal 6B [100 REQ] 6B > Orochi B > 2C > 22CCC > 5B > 5D > 6D > 236D > 632146D [6620] *This can also corner carry from mid screen (EXACT STARTING POSITION) without the end super by cancelling the last hit of Orochi and chasing the body. This does [4890/49] Fatal 6B - Corner [75 REQ] FC 6B > CT > Orochi B > 22C > 5C > 2C > 5D > 6D > 236D [5657/59] Fatal-6B <30% - Corner [75 REQ] FC 6B > CT > OD > 623B > 5B > 5D > 6D > 5C > 5D > 236D > 623B > Orochi B [8316] {8042 with 632146D}
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What is the 236D OS?
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I meant if it would kill T_T
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You should always OS 632146D after a 6B if you have the meter. It does 5.5K off a non fatal without OD.
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22CCC
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http://www.twitch.tv/recklessraccoon Streaming hurrr
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I think a new thread for CPEX critiques would be best.
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-1:39 WTF -Follow up your counter DP's -If you notice, your opponent hardly barriers and performs a lot of instant blocks - As a Terumi player, barrier is seldom your friend, and the extra frames from IB are crucial in high level play. The only time you should Barrier is during strings that you know your opponent is going to commit to the next part and the Barrier is going to force them to whiff, or to block air unblockables. -11:53 I would have done 632146D for the win I've seen better, but I have definitely seen 100000000000x worse.
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Every blocked DP should be 3K+ damage off a fatal.
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Sacrilicious Edit for content... https://www.youtube.com/watch?v=gG6M_fGLLJI Optimal Corner Combo 5B > 5C > 3C > 22CCC > 5B > 5C > 2C > 5D > 6D > 236D [3715/67]
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Are we all in favor of a new combo thread? WHERE IS A MOD TO LIGHT OUR DARKEST HOUR?!
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I've had it clash vs Ragna and Izy's DP's.
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The 6B OS I posted earlier also works with all of Terumi's supers, so you can get 6K off non counter 6B tag in the corner, assuming you have full meter, or 5.5k off a midscreen tag. You can literally steal games off a non-counter 6B tag anywhere on the stage. https://www.youtube.com/watch?v=ilgPhUT-Fpc
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If you have meter, you'll be doing 6C anyways, which still leads to damaging routes with FC, especially with OD. If you have meter and use 6D for whatever reason, you get 4.7k If you don't have meter, and you end up getting 6D after FC, you get ~4k in damage using a Messenga route. If necessary, you can always pop OD after the last hit of 6D and go from there.
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Personally, I never even considered the fact that it wouldn't gatling on block, nor did I know about 6B 6C.
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Similar meter gain to Requires 36 Meter 5B 5C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (4154/49) (if you have at least 50 meter prior, you'll end with 64+) Requires 35 Meter 5B 5C 3C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (3931/47) (if you have at least 50 meter prior, you'll end with 62+)
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I am super stoked - The 6C thing is nuts!
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6B always gatlings into 6D...on hit. If you're using 6B in blockstrings, it's safe to hit 6D immediately after any 6B of your choosing, as the 6D will NOT come out unless the 6B connects... SAME IS TRUE FOR 6C O_O Off a random 6B tag in a blockstring, depending on positioning, you can... Close to corner (start = 50 meter) [damage/end meter] 6B 6C (3) (RC) 2C 22CCC 5B 5C 2C 5D 6D 236D [4649/65 O_O] 6B 6C (3) (RC) 22CCC 5B 5C 2C 5D 6D 236D [4651/67 O_O] Midscreen 6B 6C (3) (RC) 2C 5C 3C 22C 66 5D 6C [4096/27] 6B 6C (3) (RC) 2B 5C 5D 6D 236D [3360/40] Or....meterless... 6B 6D 236D [2267/54] THIS IS HUGE!!!!!!!!!!!!!
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I can start a list/video of what I know later today when I get home. :3
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My body is ready.
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~66 is a slight dash using his stance, right?
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I'm having a really hard time getting the ...3C > 214D~66B > 5A... combos to work properly. Is there something specific to the timing that I am missing?
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5B 5C Orochi A (RC) can also be used to switch sides in the corner simply by jumping over the downed opponent. You can also 2D 6D 236D / OD 2D 6D 236D, the later of which gains you 99 (100 with critical life gain) meter along with 3362 base damage, excluding any supers you want to tack on. If you use Messenga as a reversal (which I would not suggest, being that it is pretty unsafe on block) with the opponent pressuring you in the corner, you can 5A 5C 22C 66 5B 5D 6D 236D for 3420/46. Even simple combos at midscreen like 5B 5C 3C 22CCC 66 5D 6C (3) (RC) 66 2C 5C 3C 5D 236D (3885/37) corner carry and provide similar meter gain. Also, I'm pretty sure Terumi's carry game is identical to 1.1
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If I'm blowing 50 meter midscreen, I'd rather - From midscreen (start position-ish into corner) Requires 36 Meter 5B 5C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (4154/49) (if you have at least 50 meter prior, you'll end with 64+) Requires 35 Meter 5B 5C 3C 6C (3) RC (run with body for a bit) 2C 22CCC 5B 5D 6D 236D (3931/47) (if you have at least 50 meter prior, you'll end with 62+) If you're starting in the corner and have 50 meter, you can always 5B 5C 6C (3) RC 66 2B 5C 5D 6D 236D (3300/40) or 5B 5C 6C (3) RC 66 2B 5C 5D 6D 6C for full screen corner carry (3405/24) If you have 100 meter midscreen, you can pick whatever corner you want via 5B 5C Orochi A (RC) (Drag body to either corner) 2C 5D 6D 236D (2827/50)